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IL-2 Sturmovik The famous combat flight simulator.

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  #171  
Old 06-21-2010, 11:59 AM
jctrnacty jctrnacty is offline
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Just a short question? Will SOW support 64 bit exe?
  #172  
Old 06-21-2010, 12:09 PM
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major_setback major_setback is offline
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I was about to post a picture of WoP showing how nice it is without repeating tiles.
But then I noticed that they do repeat:

Repeating tiles (can you see it?):



But the screenshot maybe does show trees with trunks hidden by leaves, as described by philip.ed above (this is not a criticism, just an observation).
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Last edited by major_setback; 06-21-2010 at 12:15 PM.
  #173  
Old 06-21-2010, 12:18 PM
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philip.ed philip.ed is offline
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Quote:
Originally Posted by KOM.Nausicaa View Post
Do you have any idea what that foliage will do to you frame rates Philip.ed?
LOL. I can imagine, although taking the example of WOP perhaps it could be avoided? e.g, in areas of forest, the trees could be static, i.e with no moving leaves etc apart from maybe the trees on the outside of the forest-area. So here, the effect would be visible from looking at the forest, without there being a massive impact of frame-rates
  #174  
Old 06-21-2010, 12:26 PM
KOM.Nausicaa KOM.Nausicaa is offline
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if I understand correctly you talk about moving effects, like wind ?
But the problem really comes from the polygon count from the leaves and branches themselves, no matter if you have additional effects. That is why there are so many third party tree renderer, because creating custom trees from scratch is a massive resource eater for any studio. Tree renderer solve the "species" problem (you can buy from a library) and they are made to perform well and look reasonable -- which is very hard to achieve. That is why some companies have (rightfully) found a business model in selling trees and foliage to cinema and game studios.
  #175  
Old 06-21-2010, 12:26 PM
Oleg Maddox Oleg Maddox is offline
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Small teaser for the ground details:
Attached Images
File Type: jpg Untitled-1.jpg (407.4 KB, 457 views)
  #176  
Old 06-21-2010, 12:29 PM
KOM.Nausicaa KOM.Nausicaa is offline
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Lovely -- I know Foobar did a lot of houses, hangars, train stations etc (and trains !)
Will you included some of his models ?
  #177  
Old 06-21-2010, 12:30 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by major_setback View Post
Oleg - will there be train tunnels?



We planned it, but skipped (even the work was done and there was superb ideas how to do it). No time to make it excellent. To make it bad - better nothing than bad - my very old principle.

However: Maybe later after release or maybe even in release. At first we should finish all more important things on the map. But if it will be done in release - anyway you will like it.

Last edited by Oleg Maddox; 06-21-2010 at 12:46 PM. Reason: PS. We have technology for this, but isn't finished the work over map itself
  #178  
Old 06-21-2010, 12:31 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by KOM.Nausicaa View Post
Lovely -- I know Foobar did a lot of houses, hangars, train stations etc (and trains !)
Will you included some of his models ?
Yes, however reworked due to early problems with one of my guy, fired now.
Foobar knows all details
  #179  
Old 06-21-2010, 12:33 PM
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Sounds great Oleg. As I said above, SoW is just the base of a future of excellent sims. Knowing that it will be openly moddable to an extent, I can't wait to see what can be done with it!

So Oleg, will the map be open to re-texturing? And will the colours be seasonal? So will they change in a dynamic campaign?
  #180  
Old 06-21-2010, 12:33 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by major_setback View Post
I was about to post a picture of WoP showing how nice it is without repeating tiles.
But then I noticed that they do repeat:

Repeating tiles (can you see it?):



But the screenshot maybe does show trees with trunks hidden by leaves, as described by philip.ed above (this is not a criticism, just an observation).

Probably we should make later the same screenshot for the comparison in every detail.
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